Handle Animal: Difference between revisions

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You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.  If you make a successful Handle Animal check, the animal performs the trick you ask of it, without hesitation, regardless of risk or peril.  Most uses of this skill involve a responsible companionship between animal and player character, but take note that this skill is fraught with alignment peril!  Abusive uses are easy to envision, and often advantageous to the character, but training animals blow themselves up with alchemical fire is likely to get people so mad they want to throw red paint on your baby-snow-leopard-fur coat.
You are trained at working with animals and other types of creatures, and can teach them tricks, get them to follow your simple commands, or even domesticate them.  If you make a successful Handle Animal check, the animal performs the trick you ask of it, without hesitation, regardless of risk or peril.  Most uses of this skill involve a responsible companionship between animal and player character, but take note that this skill is fraught with alignment peril!  Abusive uses are easy to envision, and often advantageous to the character, but training animals blow themselves up with alchemical fire is likely to get people so mad they want to throw red paint on your baby-snow-leopard-fur coat.
 
You do not have to have this skill in order to use the [[Ride]] skill, but any creature with an intelligence less than 4 must have been taught the ''Riding'' purpose below, and for most adventurers, the ''Combat Training'' purpose is very useful.


If you have no ranks in Handle Animal, you can use a Charisma check to command and push domestic animals, but you can't teach, rear, or train animals. A druid with no ranks in Handle Animal can use a Charisma check to command and push her animal companion, but she can't teach, rear, or train animals, including her animal companion.
If you have no ranks in Handle Animal, you can use a Charisma check to command and push domestic animals, but you can't teach, rear, or train animals. A druid with no ranks in Handle Animal can use a Charisma check to command and push her animal companion, but she can't teach, rear, or train animals, including her animal companion.
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* '''Non-Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0.  Yes, you can have an attack zombie, if you are very, very careful.  Adds +10 to the DC.
* '''Non-Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0.  Yes, you can have an attack zombie, if you are very, very careful.  Adds +10 to the DC.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5.
*'''Roles''' You can use this skill on creatures with Roles.  The DC of any such check increases by +5 if the role is 'Heavy'. All other roles except Threat and Villain add +10. Threats and Villains add +15 to the DC.


| Take10-Take20 = No
| Take10-Take20 = No
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* '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0.  Yes, you can have an attack zombie, if you are very, very careful.  Adds +10 to the DC.
* '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0.  Yes, you can have an attack zombie, if you are very, very careful.  Adds +10 to the DC.
* '''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5.
* '''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5.
*'''Roles''' You can use this skill on creatures with Roles.  The DC of any such check increases by +5 if the role is 'Heavy'. All other roles except Threat and Villain add +10. Threats and Villains add +15 to the DC.


| Take10-Take20 = No
| Take10-Take20 = No
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| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0.  Yes, you can have an attack zombie, if you are very, very careful.  Adds +10 to the DC.  Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick.
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0.  Yes, you can have an attack zombie, if you are very, very careful.  Adds +10 to the DC.  Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn seven tricks. Int 4 creatures can learn nine tricks.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn seven tricks. Int 4 creatures can learn nine tricks.
*'''Roles''' You can use this skill on creatures with Roles.  The DC of any such check increases by +5 if the role is 'Heavy'. All other roles except Threat and Villain add +10. Threats and Villains add +15 to the DC.
* '''Animal Companions''' A druid's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or ''Handle Animal'' checks to teach.
* '''Animal Companions''' A druid's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or ''Handle Animal'' checks to teach.
* '''Hurry:''' ''(Epic Use &ndash; you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to teach an animal by 1 day per +10 you add to the DC of the check (you may reduce the time to no less than 1 day).
* '''Hurry:''' ''(Epic Use &ndash; you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to teach an animal by 1 day per +10 you add to the DC of the check (you may reduce the time to no less than 1 day).
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| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' Since creatures with an INT score of 0 can only emulate one trick, they cannot be taught a training package.
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' Since creatures with an INT score of 0 can only emulate one trick, they cannot be taught a training package.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn seven tricks. Int 4 creatures can learn nine tricks.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn seven tricks. Int 4 creatures can learn nine tricks.
*'''Roles''' You can use this skill on creatures with Roles.  The DC of any such check increases by +5 if the role is 'Heavy'. All other roles except Threat and Villain add +10. Threats and Villains add +15 to the DC.
* '''Animal Companions''' A druid's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or ''Handle Animal'' checks to teach.
* '''Animal Companions''' A druid's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or ''Handle Animal'' checks to teach.
* '''Hurry:''' ''(Epic Use &ndash; you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to train an animal by 1 week per +10 you add to the DC of the check (you may reduce the time to no less than 1 week).
* '''Hurry:''' ''(Epic Use &ndash; you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to train an animal by 1 week per +10 you add to the DC of the check (you may reduce the time to no less than 1 week).
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| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You cannot rear undead, constructs, or other non-intelligent creatures.  There are no baby golems (except for golems made of babies. Yuck!)
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You cannot rear undead, constructs, or other non-intelligent creatures.  There are no baby golems (except for golems made of babies. Yuck!)
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5.
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4.  The DC of any such check increases by +5.
*'''Roles''' You can use this skill on creatures with Roles.  The DC of any such check increases by +5 if the role is 'Heavy'. All other roles except Threat and Villain add +10. Threats and Villains add +15 to the DC.
* '''Animal Companions''' A druid's animal companion is typically a mature member of its species before a campaign begins or when the companion is acquired.  If it is acquired as a newborn animal and must be reared, it cannot be used as an animal companion until the rearing process is complete.
* '''Animal Companions''' A druid's animal companion is typically a mature member of its species before a campaign begins or when the companion is acquired.  If it is acquired as a newborn animal and must be reared, it cannot be used as an animal companion until the rearing process is complete.
* '''Subjected to Violence:''' For each combat that the infant animal is subjected to before the rearing process is complete (meaning a combat in which it must defend its own life, or in which it takes hit point damage), there is a cumulative +5 to the DC of the handle animal check.  Some animals which are particularly violent of nature may, at GM's discretion, inflict a smaller penalty to the DC.
* '''Subjected to Violence:''' For each combat that the infant animal is subjected to before the rearing process is complete (meaning a combat in which it must defend its own life, or in which it takes hit point damage), there is a cumulative +5 to the DC of the handle animal check.  Some animals which are particularly violent of nature may, at GM's discretion, inflict a smaller penalty to the DC.

Revision as of 12:46, 3 November 2017